本文整理汇总了C++中FileSystem::SystemRun方法的典型用法代码示例。如果您正苦于以下问题:C++ FileSystem::SystemRun方法的具体用法?C++ FileSystem::SystemRun怎么用?C++ FileSystem::SystemRun使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FileSystem
的用法示例。
在下文中一共展示了FileSystem::SystemRun方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Build
void BuildMac::Build(const String& buildPath)
{
ToolSystem* tsystem = GetSubsystem<ToolSystem>();
buildPath_ = AddTrailingSlash(buildPath) + GetBuildSubfolder();
Initialize();
BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
FileSystem* fileSystem = GetSubsystem<FileSystem>();
if (fileSystem->DirExists(buildPath_))
fileSystem->RemoveDir(buildPath_, true);
String dataPath = tsystem->GetDataPath();
String appSrcPath = dataPath + "Deployment/MacOS/AtomicPlayer.app";
fileSystem->CreateDir(buildPath_);
buildPath_ += "/AtomicPlayer.app";
fileSystem->CreateDir(buildPath_);
fileSystem->CreateDir(buildPath_ + "/Contents");
fileSystem->CreateDir(buildPath_ + "/Contents/MacOS");
fileSystem->CreateDir(buildPath_ + "/Contents/Resources");
String resourcePackagePath = buildPath_ + "/Contents/Resources/AtomicResources.pak";
GenerateResourcePackage(resourcePackagePath);
fileSystem->Copy(appSrcPath + "/Contents/Resources/Atomic.icns", buildPath_ + "/Contents/Resources/Atomic.icns");
fileSystem->Copy(appSrcPath + "/Contents/Info.plist", buildPath_ + "/Contents/Info.plist");
fileSystem->Copy(appSrcPath + "/Contents/MacOS/AtomicPlayer", buildPath_ + "/Contents/MacOS/AtomicPlayer");
#ifdef ATOMIC_PLATFORM_OSX
Vector<String> args;
args.Push("+x");
args.Push(buildPath_ + "/Contents/MacOS/AtomicPlayer");
fileSystem->SystemRun("chmod", args);
#endif
buildPath_ = buildPath + "/Mac-Build";
buildSystem->BuildComplete(PLATFORMID_MAC, buildPath_);
}
示例2: Build
void BuildMac::Build(const String& buildPath)
{
buildPath_ = buildPath + "/Mac-Build";
Initialize();
BuildSystem* buildSystem = GetSubsystem<BuildSystem>();
// BEGIN LICENSE MANAGEMENT
LicenseSystem *licenseSystem = GetSubsystem<LicenseSystem>();
if (licenseSystem->IsStandardLicense())
{
if (containsMDL_)
{
buildSystem->BuildComplete(CE_PLATFORM_MAC, buildPath_, false, true);
return;
}
}
// END LICENSE MANAGEMENT
FileSystem* fileSystem = GetSubsystem<FileSystem>();
if (fileSystem->DirExists(buildPath_))
fileSystem->RemoveDir(buildPath_, true);
#ifdef CLOCKWORK_PLATFORM_WINDOWS
String buildSourceDir = fileSystem->GetProgramDir();
#else
String buildSourceDir = fileSystem->GetAppBundleResourceFolder();
#endif
buildSourceDir += "Deployment/MacOS/ClockworkPlayer.app";
fileSystem->CreateDir(buildPath_);
buildPath_ += "/ClockworkPlayer.app";
fileSystem->CreateDir(buildPath_);
fileSystem->CreateDir(buildPath_ + "/Contents");
fileSystem->CreateDir(buildPath_ + "/Contents/MacOS");
fileSystem->CreateDir(buildPath_ + "/Contents/Resources");
String resourcePackagePath = buildPath_ + "/Contents/Resources/ClockworkResources.pak";
GenerateResourcePackage(resourcePackagePath);
fileSystem->Copy(buildSourceDir + "/Contents/Resources/Clockwork.icns", buildPath_ + "/Contents/Resources/Clockwork.icns");
fileSystem->Copy(buildSourceDir + "/Contents/Info.plist", buildPath_ + "/Contents/Info.plist");
fileSystem->Copy(buildSourceDir + "/Contents/MacOS/ClockworkPlayer", buildPath_ + "/Contents/MacOS/ClockworkPlayer");
#ifdef CLOCKWORK_PLATFORM_OSX
Vector<String> args;
args.Push("+x");
args.Push(buildPath_ + "/Contents/MacOS/ClockworkPlayer");
fileSystem->SystemRun("chmod", args);
#endif
buildPath_ = buildPath + "/Mac-Build";
buildSystem->BuildComplete(CE_PLATFORM_MAC, buildPath_);
}